osu/osu.Game.Rulesets.Osu/Mods/OsuModSpinIn.cs

75 lines
2.8 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osuTK;
namespace osu.Game.Rulesets.Osu.Mods
{
public class OsuModSpinIn : ModWithVisibilityAdjustment
{
public override string Name => "Spin In";
public override string Acronym => "SI";
public override IconUsage? Icon => FontAwesome.Solid.Undo;
public override ModType Type => ModType.Fun;
public override string Description => "Circles spin in. No approach circles.";
public override double ScoreMultiplier => 1;
// todo: this mod should be able to be compatible with hidden with a bit of further implementation.
public override Type[] IncompatibleMods => new[] { typeof(OsuModObjectScaleTween), typeof(OsuModHidden), typeof(OsuModTraceable) };
private const int rotate_offset = 360;
private const float rotate_starting_width = 2;
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
}
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyZoomState(hitObject, state);
private void applyZoomState(DrawableHitObject drawable, ArmedState state)
{
if (drawable is DrawableSpinner)
return;
var h = (OsuHitObject)drawable.HitObject;
switch (drawable)
{
case DrawableHitCircle circle:
using (circle.BeginAbsoluteSequence(h.StartTime - h.TimePreempt, true))
{
circle.ApproachCircle.Hide();
circle.RotateTo(rotate_offset).Then().RotateTo(0, h.TimePreempt, Easing.InOutSine);
circle.ScaleTo(new Vector2(rotate_starting_width, 0)).Then().ScaleTo(1, h.TimePreempt, Easing.InOutSine);
// bypass fade in.
if (state == ArmedState.Idle)
circle.FadeIn();
}
break;
case DrawableSlider slider:
using (slider.BeginAbsoluteSequence(h.StartTime - h.TimePreempt))
{
slider.ScaleTo(0).Then().ScaleTo(1, h.TimePreempt, Easing.InOutSine);
// bypass fade in.
if (state == ArmedState.Idle)
slider.FadeIn();
}
break;
}
}
}
}